Re: Talents & Martial Arts
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There's not a lot of durable reason to acquire multiple melee weapon skills anyway. Get a Fine Broadsword and you don't need a merely Good Axe and that's doubly true if you've got WM:Broadsword but not WM:Alll Knightly Weapons. Who's Who made a perfectly good Wiliiam Marshall long before Talents were created. This looks like a solution in search of a problem to me. |
Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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Talents, meanwhile, are a more point-efficient way to give characters high levels of multiple skills than raising every single individual skill in it. |
Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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That's a cludgy and inaccurate design. Also, what do you do about DX-based skills he's clearly trained in, but not supposed to be as good at as he is at fighting? He knows how to swim and climb, but he's not a world-famous climber and swimmer. He is, however, world famous as a lancer and swordsman, and he can evidently use axes, maces, staves and daggers at or close to 'best in the world' too. I realise that you could model this by putting 24+ points into each and every individual combat skill, but that's monstrously inefficient. When you have a combat skill, adding 'back-up' ones has a much reduced utility. For Advantages, this can be dealt with using Alternate Abilities costs. For skills, that rule in unusable, but Talents and Job Training offer another method to achieve the same thing. Why is that a bad thing? |
Re: Talents & Martial Arts
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As to why custom Talents are bad it's not so much that they're "bad" as they are _whiny_. "I want a character who's good at a lot of DX-based Skills without having a high DX and I want it to be cheap too! So change the rules until I can get what I want!" irritates me. There's usually a better, simpler answer elsewhere in the rules. |
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